Doctor Proctor
First Post
Now, I have used the minions as pure ranged attacks, they lasted longer, but they did a total of 25 pts of damage the entire fight (which is nice!) but the real mobs were taken down like punks, and the party spent 3 healing surges that entire fight...
In that case then, changing out the ranged minions with actual mobs wouldn't have changed much anyway. Your players still massacred your regular mobs it seems. Is it possible you're going too light on them then, and that the minion mechanics themselves aren't the problem here?
Since 4th Edition is new, and minions are a brand new concept, I am trying to find that "magic blend" where minions are just right and real mobs are just right... but according to one podcast with a designer (my friend has it on his pc, don't remember the name of the designer) heroic tier is pretty much supposed to be candy-land and allow players to learn how to play their characters, not truly be in danger of death at any point...
Well, I come from old-school where it is important in first 5 levels to hand the characters a hard blow so they understand that death is possible (not actually kill anyone, but show em they CAN die) so that they don't feel like immortals for the entire game and all...
If there is no challenge, where is the fun? No risk, no gain....
Or is it also possible that you're trying to do something that's not intended by the system? If you want to make it so that 1st level characters quiver in their boots at the thought of the next encounter, then by all means do so. That doesn't mean the minion mechanic is broken though, just that you're trying to make encounters in the Heroic much more deadly than they were designed to be.